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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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  1. I solved the problem by registering ScriptComponent as a class interface, before registering GetScriptComponent, and then loading the scripts.
  2. I have been playing around with Angelscript and I have come across a problem that I am not quite sure how to overcome.   I have a base class, ScriptComponent, declared in AS, from which I derive other AS classes (which represent a component for a game object system). These script component objects are created on the application side, and I want to be able to refer to them in other scripts via a function GetScriptComponent(), which returns a ScriptComponent@ (In the script I cast to the appropriate component type).   I have declared a global function which returns a asIScriptObject* in C++ (a pointer to an instance of a ScriptComponent derived type), and a ScriptComponent@ in AS. (I am not sure if this works yet).   // C++ RegisterGlobalFunction("ScriptComponent@ GetScriptComponent(uint, const string &in, int index = 0)", asMETHOD(EntityManager, GetEntityScriptComponent), asCALL_THISCALL_ASGLOBAL, this);   The problem is that at the point of declaring GetScriptComponent() on the application side, ScriptComponent needs to have been previously declared. I am loading all of the scripts via the CScriptBuilder add-on. If I load the scripts first, before the application-side declarations, I have undefined references to those types and functions. If I load the scripts after the declarations, specifically GetScriptComponent, I have an undefined reference to ScriptComponent (as it is declared in a script).   Can I do some sort of forward declaration of ScriptComponent, or is there some simpler way I am not seeing. I thought about declaring ScriptComponent on the application side, but I don't think I would be able to derive script classes from it, is that true? Is there some functionality in CScriptBuilder I can use? Or perhaps I need to look at using multiple modules? I'm not quite sure how to proceed, I'll keep looking, but if anyone can point me in the right direction, that would be handy. Thank you.   Here is an example of how I am using the scripts: // Angelscript class ScriptCompoent { } class Health : ScriptComponent { ... } class Wander : ScriptComponent { bool OnLoad(uint uiEntity)     {         @kTransform = cast<Transform>(GetComponent(uiEntity, "Transform"));         @kHealth = cast<Health>(GetScriptComponent(uiEntity, "Health"));           return true;     }       void OnUpdate(float fDT)     {         // Move towards random location // If bleeding, loose a bit of health (probably a bad example, you would do this in Health itself).     }       Transform@ kTransform;     Health@ kHealth; }
  3. Hi,   I am writing an OpenGL shader loader. Currently, once I have linked the shader program, I am looping through each active attribute using glGetObjectParameterivARB(m_uiShaderID, GL_OBJECT_ACTIVE_ATTRIBUTES_ARB, &iCount), and calling glGetActiveAttrib() using the loop index, and then glBindAttribLocation() with the index and the name returned from glGetObjectParameter.   This approach is not giving me the attributes in the order in which I have specified them in the shader program, for example I have:   in vec4 vPosition; in vec3 vNormal;   and my loop output gives:   0 vNormal 1 vPosition;   Is there a way I can get the attributes in the correct order, using OpenGL functionality?